Void Jellyfishes

by CanceRevolution

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Void Jellyfishes

Amid the boundless dark of space, there lurk creatures as enigmatic as the vastness they inhabit. The Void Jellyfishes, unlike any being known to terrestrial habitats, glide silently through the interstellar expanse. Appearing as luminous, ethereal entities, they defy all understanding of life, existing in the vacuum where no ordinary creature can survive.

Void Jellyfishes boast large, translucent bells that can span up to several meters in diameter. Embedded within their gelatinous forms are intricate patterns of bioluminescent constellations. These radiant markings are not just for display; they play a crucial role in the creature's survival. By emitting specific pulsating light sequences, Void Jellyfishes communicate with their kin, attract smaller cosmic organisms for sustenance, and deter potential threats with blinding flashes.

When viewed from a distance, these creatures give the impression of floating galaxies, adding another layer of beauty to the already awe-inspiring canvas of space.

Tier 0


Void jellyfish

Tiny, Aberration

Tier 0, Challenge Point: 1, XP: 0

Attributes

AC 11 AP 0
HP 2 Posture 3
  • Passive Insight/ Perception 10
  • Senses Blind senses
  • Language None

Movement

Base/Swim(breath)/Fly(Hover) 30 Climb 0 Dash 0

Stats + Skills

STR -4 DEX +2 INT -2 WIS +0 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Glow The Jellyfish automatically fails any Stealth Check, and it illuminates a 60 feet area.

Actions (1)

  • Tentacle Strike Hit +2, Dmg 1d4 electric

Tier 1


Royal Void Jellyfish

Large, Aberration

Tier 1, Challenge Level: 8, XP: 8

Attributes

AC 12 AP 0
HP 46 Posture 28
  • Passive Insight/ Perception 15
  • Senses Blind senses
  • Language None

Movement

Base/Swim(breath)/Fly(Hover) 30 Climb 0 Dash 10

Stats + Skills

STR -2 DEX +4 INT -2 WIS +4 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Call When you roll for Initiative, you can call 2d4 Void Jellyfish to aid you in battle.

Ability

  • Electric Charge If a creature within 5 feet hits a Melee Attack or touches you, it takes 1d6 electric damage, which deals double Posture damage.
  • Glow You automatically fail any Stealth Check, and you illuminate a 60 feet area.

Actions (1)

  • Tentacle Strike Hit +4, Dmg 2d6 electric
  • Electric Hit: All electric damage from this Attack deals double Posture damage.